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MrBrut

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MrBrut

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41 comments

  1. aaaddd1911
    aaaddd1911
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    Thanks a lot! tryed a few same mods. only your is working! 

    Tell me plz if its possible to add wiev of enemies atack and defense(ranged and melee)?
    1. MrBrut
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      You are welcome! It is possible but I haven't played the game in a few years
  2. kryndude
    kryndude
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    Can you make a version of this mod that doesn't reveal information hidden in the base game? Like the exact hp and armor value or what an enemy has in it's pocket.
    1. MrBrut
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      I haven't played the game in the very long while, but it you can open the file, you just need to comment/remove only a few lines of code (like 5 lines of code). Maybe other modders from the community can help you
  3. artifixer
    artifixer
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    Great mod, thank you!
    Is it possible to add current initiative to the tooltip?
    1. MrBrut
      MrBrut
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      Welcome! Regarding the initiative - probably not  on my end since I don't actively mod anymore. 
    2. RuCombatTomato
      RuCombatTomato
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      In this case could your mod be upgraded or updated by other people with credits to you?
  4. makr0s
    makr0s
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    Hello. Can I choose which parameters to display in the tooltip? For example, remove perks and accessories?
    1. MrBrut
      MrBrut
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      Hi. The only way is to edit the .nut file yourself. Just remove the perks and accessories from the code.
    2. makr0s
      makr0s
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      What program can I do this? A simple notepad did not help.
    3. MrBrut
      MrBrut
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      First you need to decompile the .cnut using the Adam's nutcracker program. Then you can open the file in a notepad.
    4. makr0s
      makr0s
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      Tried to decompile the file via the command line using the readme instruction, but nothing happens. Can you help?
      https://yadi.sk/i/PretjBFb1aODZw
    5. MrBrut
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      Use massdecompile.bat
      A batch script to recursively decrypt and decompile a large number of .cnut files at once. The script must be run from the directory containing
      bbsq.exe and sq.exe.
      Example:
      massdecompile c:\path\to\scripts
    6. makr0s
      makr0s
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      Was able to decompile the file. I tried to remove the values that I don't need. Now tooltips are not displayed in the game. Could you delete everything for me except the injury display (with description)?
    7. DarmutMH
      DarmutMH
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      I figured it out: in the batnik it was necessary to specify the correct address to the scripts folder.
  5. amhoo
    amhoo
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    do i need to start new game  whit this mod? i did notice a bug , i could not hire retinues anymore??
    1. MrBrut
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      You do not need to start a new game. This is a mod that adds extra data to the combat tooltip. It cannot affect anything except combat tooltip. 
  6. DizzyXC
    DizzyXC
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    I would also like to see a version only showing Injury info. Thanks!
    1. MrBrut
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      I wanted to make a version where a user can select (as a setting) what to show in the tooltip. But that would take a lot of time, so I doubt I ever try to make such a version. 
  7. Azzinoth224
    Azzinoth224
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    Hey, first thank you for this very helpful mod.

    Do you think you could also add current action points of my bros to the tooltip? Currently you can only see action points of currently active bro, but I often use wait after using some action, then do somethink with other bros and then come back to the first bro to do some second action. However which actions to take often depends on if any other bro has action points left. It's easy  to forget which bros I have already moved. The only way to check action points now is to open the inventory and search through the list of all bros until you find the one you want to check.
    1. MrBrut
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      Hey, I remember some guy also mentioned this on Steam. I though of adding it but then I noticed that when you make a brother wait, the tooltip says something like "Acts in 7 turns", also usually you remember in a short memory which guys you made to wait. So I came to conclusion that this additional line would clutter things. 
    2. Azzinoth224
      Azzinoth224
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      Yes it does say in how many turns he acts, but not how many action points he has left. For example if he has 2 action points left the only thing he could do later is move one tile. However maybe the reason why I let him wait was because some other brother was is his way where he wanted to move, so I let him wait with full 9 action points, then move the second brother out of his way and attack with the first brother later. Now much later in the round I see that this guy will "Act in x turns", but will he be able to kill something (if he has 9 AP) or not (if he has 2 AP). Based on exactly this knowledge I might choose to do different thinks with some of my other brothers. But the only way to see the action points is to read his name, open the inventory and then manually search this guy in the list of bros until I find him, which is very annoying compared to a quick mouseover. Maybe our playstyles are different and you didn't have that problem, but for me knowing when he acts without knowing how much AP he has is not sufficient. I hope I was able to explain the problem better now.
    3. MrBrut
      MrBrut
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      The problem was clear since the initial post. We usually keep in our short memory such things as how many AP left for characters. If I ever make the next version of the mod with modular settings (so that players can opt in/out of certain features), it will make sense to add AP to the tooltip too.
    4. MrBrut
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      I added action points in version 7.
  8. tbonex28b
    tbonex28b
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    Is there a way to remap the key/button pressed for the tactical tooltip? The reason I ask is because I use a controller vs keyboard.
    1. MrBrut
      MrBrut
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      None keybinds are programmed in the mod, as far as I remember. Tooltips in the game should appear on mouse hover. If you use a controller, I think, the engine should handle controller as a mouse-hover.
    2. tbonex28b
      tbonex28b
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      Thank you for this information.
  9. PremierVader
    PremierVader
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    What is the difference between this mod and the Tactical hit factors mod? They both have similar descriptions and im so confused!
  10. acanafrog
    acanafrog
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    I like the information from this mod. but I would to add like others that the size gets more and more problematic as the game goes on.

    Now I am personally running the more hit information mod as well and there is times that there are a few issues with the two of them ( hit information can sometimes be cut off) My biggest issue is the size that the box ends up taking up. This is probably amplified that I play BB on a TV a bit away and I need to make the size of things a bit bigger 120%-130%

    Here is the thing as posts on rediit have shown something like the blade dancer has 20-22 perks. It seems that high end gladiators, Hedge knights ext will have a lot of perks as well. If we add in off hand and equipment the box only gets bigger.

    I like the mod, but I think you are going to need to find a way to compress the information. 2-3 side by side rows for perks ??? that way you could say have

    ()Recover () rotate () battle forged
    () quick hands () Adrenaline

    instead of
    () rec
    () BF
    () QH
    ()Adr

    Perhaps that could be something to look at to save room.
    Good work on the mod, am hopeful you will continue to work on it.
    1. MrBrut
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      Good to know. I will probably do side-by-side rows.
    2. benedict1
      benedict1
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      Why reinvent the wheel? There is already a great mod, do it by analogy on/off on F5-F11. In general, it would be ideal to combine two mods into one. At the moment the mod needs to be updated, it conflicts.
      https://www.nexusmods.com/battlebrothers/mods/103
    3. MrBrut
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      I may add option to toggle Perks. My mod serves different purpose than that mod.
    4. Reianor1
      Reianor1
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      Indeed they do serve different purposes. Yours is meant to show more tactical info. As in "what is currently in effect on this guy?".
      And that other one is meant to show more detailed info. As is "what exactly is the function of the effect on this guy?".
      The later is probably useless for a veteran player with 100-s of hours of BB playtime behind them, but for someone like me, who likes being able to make informed decisions without having a whole wiki worth of info either memorised or frequently referenced, they are both valuable pieces of a puzzle.

      And yet they conflict... what a bummer. Then again, both compete for tooltip space so even if they would both work simultaneously I don't think they would both FIT simultaneously.

      MAN, I wish this game had the same kind of cascading tooltip functionality as CK3 has...
    5. MrBrut
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      I wanted to implement the cascading tooltip functionality but ended up not doing it since it can take quite a lot of time. However, all my mods are free to be changed and republished on this website. If anyone wants to modify the mods, I absolutely don't mind.